I don’t know if I am the only one but. I have been working with blender for nearly 8month.
I am in the video game industry for many years. Using Maya and max but now Blender took over.
I am so confused about uv mapping. I always feel the unfold is not on the correct ratio, stitching is pretty complex.
If you want to stitch a edge it is good, but if there is on vertex unwelded you can’t stitch it. You have to separate the face and stitch.
It is not bad I rely love live unwrap. But it should work both ways. When you create a seam on the mesh, it updates in the UV box but if you create a seam in the UV box it should also updates live(I know I can do E button)
Colorisation of island to see what is what on the mesh
A bit more visual feedback to understand where you are Working.
Happy to help here as I have been in the same boat - game dev and used 3dsMax a very long time.
I am so confused about uv mapping. I always feel the unfold is not on the correct ratio, stitching is pretty complex.
Blender started the LSCM unwrapping (Least Squares Conformal Map) move which is different to how 3dsMax used to work for a long time. In Max / Maya there used to be more of a relaxing approach whereas with LSCM there is always an immediate result. You can change the mode to Conformal instead of Angle based (default)
This can help perhaps in your particular case.
If you want to stitch a edge it is good, but if there is on vertex unwelded you can’t stitch it. You have to separate the face and stitch.
Keep in mind that by default blender selects and transforms UV verts by shared UV vertex position. This is different to how Max behaves, internally 3dsMax actually has a different set of UV verts than the 3D verts from the mesh, in Blender they are synced meaning each vertex in your mesh has a UV vertex in UV. This options makes it easier to work with that and makes them snap together but actually they are indipendent UV verts (one for each face corner)